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™ www.playcatan.com Standing on the coast, you look out across the VOYAGES OF DISCOVERY IN CATAN boundless sea. Having tamed the wilds of your Discover seafaring in Catan by means of a series of famous homeland, your heart yearns for greater adven- “voyages” from the history of Catan! In the scenarios starting tures, greater conquests. Your people are ready to on page 7, you can find the destinations of these voyages of follow you, even into the unexpected dangers of discovery. Experience the history of Catan for yourself! the unknown. Nearby, seasoned dock workers This epic campaign consists of 8 scenarios. The first four scenarios are modeled on the basic rules of the Seafarers are putting the finishing touches on your first Expansion. They are easy to play. great seaworthy ship. Soon you will leave the Scenarios 5 through 8 are more complex. We’ve added new settlements behind to join the ranks of explorers rules. So, you should play the scenarios in the order shown. and conquerors. Soon you will become one of Scenario 9 is intended for free play using your own ideas. the Seafarers of Catan! Heading for New Shores (1) The Wonders of Catan (8) You can find further information on the Internet at: www.mayfairgames.com The Fog Island(3) The Four Islands (2) The Forgotten Tribes (5) www.universityofcatan.com www.klausteuber.com The Pirate Islands (7) Through the Desert (4) Cloth for Catan (6)

GAME COMPONENTS EXPANSION RULES

Catan: Seafarers® includes the following items: Except where noted below, Catan: Seafarers uses the same

• 6 frame pieces rules as The Settlers of Catan®. The additional rules include: • 19 sea hexes • Rules for building, placing, and moving ships. • 11 terrain hexes (tiles): • Rules covering the acquisition of special — 2 gold field hexes victory point tokens. — 2 desert hexes • The dreaded pirate! — 1 fields hex 1. Assembling the Board — 1 forest hex — 1 pasture hex Before you can begin exploring the sea lanes of Catan, you — 2 mountains hexes must first construct the board. Each scenario in this book — 2 hills hexes includes an illustration that shows how the board should be built. • 50 Catan chits • 10 number tokens (numbered on one side) What You Need • 10 harbor tokens To play the scenarios with Catan: Seafarers (aka “Seafarers”), you need the components from a copy of The • 60 wooden ships in 4 colors (15 ships of each color) Settlers of Catan (aka “Settlers”). Each scenario lists all the • 1 pirate ship (black) components needed to play that scenario. • 1 Game Rules & Scenarios booklet

2 The Frame Pieces Like roads, ships can only be placed on the boundary (hex To assemble the frame for a Seafarers scenario, you have to use side) between two hexes. Unlike roads, ships cannot be placed the six frame pieces between two land hexes. You may only build ships between two from Settlers and sea hexes (forming an aquatic route) or between a sea hex the Seafarers frame and a land hex (a coastal route). You may not build a ship pieces. To use the along a coast route if there is already a road along that hex six Settlers frame side (and vice versa). pieces, you need to When you build a new ship, you may place it adjacent to turn them over so any settlement or city you have already built on the coast that the all-sea (see Illustration A). sides are face up— you do not use the harbors that are printed on those frame pieces. Each scenario illustration shows how the frame pieces should be put together. The Hexagonal Tiles and the Harbor Tokens After you built the frame, place the hexagonal tiles (hexes). Arrange these hexes exactly as shown in the scenario diagram. After you place the hexes, need to arrange the round tokens with the production numbers. These are also placed exactly as shown in the scenario diagram. After you build the board, randomly place the harbor tokens. Take the harbor tokens listed in the scenario description, and shuffle Illustration A them face down in a pile. Randomly select the harbor tokens, one at a time, and place OR—you may place your new ship adjacent to any of your them on the board where the scenario dia- other ships that are already on the board (see Illustration B). gram indicates. When you place ships, any amount of branching is allowed, Important Note: Do not use the smaller harbor tokens from the just like when you build roads. Settlers game when playing with the Seafarers expansion! 2. Ship Building In order to travel from one island to another, you need to build ships. You cannot satisfy your hunger to expand with roads alone! The ship pieces in the game do not repre- sent the individual ships, just as roads do not represent the actual carts and wagons that travel along your trade routes. Instead, the ship pieces represent a “Shipping Route.” This is the route that ships use to trade and travel between the islands. To build a ship, expend 1 wool resource(to make sails) and Illustration B 1 lumber resource (to build hulls and masts).

3 4. Shipping Routes A shipping route is either “Closed” or “Open.” A “closed shipping route” is any unbroken line of ships that connect two of your settlements and/or cities together. You may never move any ships that are part of a closed shipping route, even if that movement would not break the connection between the two settlements/cities. An “open shipping route” is any route that does not connect two of your settlements or cities together. 5. Moving Ships The biggest difference between ships and roads is the ability of ships to sail from one location to another. Unlike road Illustration C pieces, ships may be moved. However, there are limits to how ships may be moved. You must obey these restrictions when Since the ships represent established sea routes, they may you move your ships: not be connected to roads, nor can roads connect directly to 1. You may only move one ship per turn, and only during the ships (see Illustration C). You may only connect a land net- building phase. work of roads to a sea network of shipping routes if you first 2. You may only move ships that are part of an open ship- build a settlement where they come together. Ships and roads ping route. Illustration D depicts a closed shipping route. can be built towards each other; but even if they both reach 3. You may only move the ship that is at the end of the ship- the same intersection, they are not connected until you build a ping route that is not connected to the “homeport” for that settlement there. Unconnected networks do not count toward route. The homeport is the settlement or city adjacent to the “Longest Trade Route” (see page 5). the first ship in the route. If the route has branches, then Roads and ships may not be built along the same coastline. there may be a number of ships eligible for movement. There can only be one ship OR one road along any given 4. You may not move a ship on the same turn that you coastal hex side (see the Settlers rules on road building). originally built it. 3. The Purpose of Ships 5. You must obey all the rules for placing a new ship when Shipping routes act as roads across water (or along the you move one. coast). You build and place ships in much the same way as roads. They connect two adjacent intersections. A chain of connected ships of the same color form a “Shipping Route.” Shipping routes act the same way as roads for expanding your Principality. You can build new pieces anywhere that is connected to your network of roads and shipping routes. Count shipping routes when you calculate the “Longest Trade Route” (see page 5). If your shipping route reaches a coastline, you can then build a new settlement on that coast, even if it is a new island. Of course, you must still obey the “distance rule” from basic Settlers, even if you are building on a new island. Once you build a settlement on a new island, you can use it as a base for further expansion, building new roads and ships (see Illustration D).

Illustration D

4 Example: (See Illustration E.) Here are 2 open shipping routes. 7. The “Longest Trade Route” In either case, you may move the ship farthest from the homeport (as long as you didn't buy the ship this turn). You may move one Because shipping routes are just as important as roads in of the two ships to any of the edges marked “X” that connect to Seafarers, players no longer compete for the “Longest Road.” that ship's route. Instead, they compete for the “Longest Trade Route.” The longest trade route is in all ways identical to the longest road (i.e., it is worth 2 victory points, etc.), but players may count both connected shipping routes (open or closed) and roads to determine who controls the longest trade route. The player with the longest continuous line of roads and/or ships receives the special card for the longest road, and the 2 victory points for it. Remember that you can only connect a road to a shipping route if there is a settlement or a city at the intersection where the two meet. Also, you can only count the single longest branch of a road and/or shipping route to calculate the longest trade route. Example: (See illustration F.) You have the longest trade route. The route includes 4 ships (a closed shipping route) and 2 roads, which are linked by settlement A. You also constructed a shipping route starting from settlement B. You can connect these 2 ships (an open shipping route) to your road if you build a settlement at intersection C. This will increase the length of your trade Illustration E route to 8.

6. Catan Chits and Special Victory Points Catan chits fulfill different tasks in the individual scenarios. They can be applied as special victory points, serve as markers, or help to count the results. Many of the scenarios have goals other than expanding your principality. These goals can award a successful player Special Victory Points. When you earn a Special Victory Point, you receive a Catan Chit. Each scenario describes the rules for how to acquire these chits. When you earn a Special Victory Point, you must place the Illustration F corresponding Catan Chit underneath a settlement or city on the board. You must use the settlement or city that earned you 8. The “Road Building” the chit. This allows all the other players to see how many Development Card points you have earned, and how you gained those points. When playing the “Road Building” You earn Special Victory Points in addition to the normal Development Card in a game of points you earn by placing a settlement or city. Seafarers, you have the option of Example: In Scenario 1: Heading for New Shores, a player earns a building 2 roads, 2 ships, or Victory Point Token when he builds his first settlement on one of the 1 ship and 1 road. smaller islands. This settlement is then worth a total of 2 victory points: 1 for the settlement, and 1 for the token.

5 9. Gold Fields A. If you roll a “7” during your turn, you may elect to move The gold field is a new addition to Catan! Eager gold the Pirate INSTEAD of the Robber. Like the Robber, you prospectors discovered this valuable mineral in some of place the pirate in the center of any hex you choose— the islands around Catan! This gold rush can provide except that you may only place it on a sea hex. You are many opportunities to the clever player who is able to take then allowed to steal one random resource from any ONE advantage of it! player who has a ship adjacent to that hex! If a player has more than one ship adjacent to that sea hex, you are only The gold field hexes allowed to steal one card from that player. represent regions rich in B. If you play a Knight Development Card, you now have the gold nuggets. Gold itself choice of moving either the Robber or the Pirate. cannot be used to build any pieces, so there are C. Because sailors fear the pirate so, they will not sail near no gold resource cards him. You may not place any new ships on the border of the in the game. Gold, hex the Pirate is on. In addition, no ship may be moved however, is a very valuable away from the Pirate if it is on the border of the hex in medium of exchange. which the Pirate is sailing. Note: In Seafarers, certain scenarios contain no desert hexes. In Whenever the number such cases, start the Robber off the board (just like the Pirate). on a gold field hex is rolled, players collect resources for each adjacent settlement or city. As normal, each settlement is entitled to one resource, CREDITS while each city is entitled to two resources. Players who are Design: . eligible for resources from a gold field hex may select ANY of the five resources (grain, lumber, ore, brick, or wool). They Art: Volkan Baga, Harald Lieske, Stephen Graham Walsh. may choose any mix of these resources that they desire, up to Graphic Design: Pete Fenlon. the limit of 1 for each settlement and 2 for each city adjacent Production: Pete Fenlon & Coleman Charlton. to the gold-producing hex. Project Coordination: William Niebling. 10. Starting With a Ship English Rules Editing: Guido Teuber, Pete Fenlon, Coleman Charlton. Some players will wish to get a jump on the opposition by Guido Teuber & Heike Kubasch. first exploring the oceans around Catan. These foresighted Translation: leaders may elect to place either or both of their starting Crew: Will Niebling, Larry Roznai, Bob Carty, Loren Roznai, settlements on the coastline. If you do so, you have the option Bridget Roznai, William Niebling, Guido Teuber, of placing a ship, instead of a road, adjacent to that settlement. Pete Fenlon, Coleman Charlton, Alex Yeager, Nick Johnson. This is an especially sound strategy if you are planning rapid Special Contributions: Sigalit Zetouni, Matt Schwabel, maritime expansion. Jason Hawkins, Jessica Ney-Grimm, Peter Bromley, Elaine Wordelmann, Bill Wordelmann, Luc Mertens, 11. The Pirate Mike Szul, Benny Teuber, Arnd Beenen, Gero Zahn, Just as the fields of Catan are troubled by the ravaging Ma Sanbao (LSKC/86-871), Olivia Johnston, Robber, the sea is vulnerable to the scourge of brigands! Claudia Teuber, Emily Johnson,and TM-Spiele. The dreaded Pirate works the sea lanes for rich profit! Copyright © 1997, 2002, 2006, 2007 Catan GmbH and Mayfair Games, Inc. Published under license from Catan GmbH (www.catan.com). The Pirate is another new addition to Published in cooperation with Kosmos Verlag (www.kosmos.de). Catan. Place the Pirate piece near the board Catan, The Settlers of Catan, and Catan: Seafarers and all other before the game begins. The pirate can product titles and marks listed herein are trademarks of Catan GmbH affect the game in three ways: and Mayfair Games. All rights reserved.

MAYFAIR GAMES, INC. www.mayfairgames.com

6 Unlike Settlers, when you play Seafarers you don’t have to 3. Additional Rules set up the board using the same basic shape every time! Any additional rules for the scenario, including rules about Instead, you can choose from any of these scenarios. how to earn special victory points, are described here. Each scenario offers a unique blend of challenges and opportunities for you to explore. Each scenario is presented 4. Variable Set-up in this format: This section provides advice on how to vary the standard set- up. After having played these scenarios, experienced players NAME OF SCENARIO may want to experiment with scenarios of their own design. A short summary and historical description. SCENARIO DIAGRAM 1. Components The scenario diagram provides the board set-up. These tables show how many of each component you need to play the scenario. IMPORTANT INFORMATION! 2. Preparation It is easy to assemble the frame when you insert the If the scenario has any special instructions for preparing the Settlers frame pieces from above, placing them down into game, these are explained in this section. Unless stated other- the Seafarers frame pieces! wise, the harbor tokens used in each scenario are shuffled If you proceed the other way around, you'll need more with their blank sides face up, and then placed randomly face force. This may damage the frame sections. up as shown in the scenario map.

VOYAGES OF DISCOVERY IN CATAN Discover seafaring in Catan by means of these famous “voyages” from the history of Catan. In the diagram at the right you can find 8 destinations of these voyages of discovery. Experience the history of Catan for yourself! This epic campaign consists of 8 scenarios. The first four scenarios are modeled on the basic rules of the Seafarers Expansion. They are easy to play. Scenarios 5 through 8 are more complex. We’ve added new rules. So, you should play the scenarios in the order shown. Scenario 9 is intended for free play. Use your own ideas to construct an island mix.

7

SCENARIO 1: HEADING FOR NEW SHORES After a long voyage, the settlers have reached Catan and 2. Preparation built their first settlements. Harbors are built and new, sea- Set up the game map as shown in the scenario diagram— worthy ships are being developed. Daring Catanians sail build the big island (main island) according to the rules for across the ocean. Before long, rumors appear that many basic Settlers. The additional required game components are smaller islands are out there at sea, not too far away—it is listed in the components section. Finally place the harbor even said that gold has been found on some of them. Gold tokens (from the stack that has been shuffled with reverse is highly appreciated in Catan. Ships are fitted out, and sides up). soon Catanian ships set sail to find the gold of the islands. 3. Additional Rules 1. Components Set-up Phase Harbors: You need 9 harbor tokens: You build your first two settlements with roads/ships on the 5 special 2:1 (one for each resource) and 4 generic 3:1. main island, as described in basic Settlers. Terrain & Tokens: In addition to the 19 terrain hexes Remember: Remember, if you build a settlement on the coast, you and 18 numbered tokens for the basic Settlers island may place a ship (instead of a road) next to the settlement. You can you need: then go immediately out to sea. Terrain Hexes Number Tokens Pirate / Robber Type # Value # Play this scenario with both the robber and the pirate. Sea ...... 15 2s ...... 1 The robber starts in the desert, the pirate on the sea hex Desert ...... 0 3s ...... 1 marked with a pirate ship. Gold Field ...... 2 4s ...... 1 Fields...... 1 5s ...... 1 Special Victory Points Hills...... 1 6s ...... 0 If you build a settlement on one of the smaller islands, you Mountains ...... 2 8s ...... 1 receive a Special Victory Point! Take a Catan chit and place it Pasture ...... 1 9s ...... 1 under the settlement when you build it. Each player may earn Forest ...... 1 10s ...... 1 only ONE Special Victory Point in this scenario. It does not Total:...... 23 11s ...... 1 matter if other players have already built settlements on that 12s ...... 0 island. Total: ...... 8 End of Game Additional Components: 4 Catan chits The game ends as soon as a player reaches 13 victory points on his turn. 4. Variable Set-up The main island is set up variably, like the regular Settlers game, so there will be a lot of variation to the board. You can also rearrange the numbers and terrain types on the smaller islands, but you should keep the shape of these islands the same for game balance.

8 9 SCENARIO 2: THE FOUR ISLANDS The tribes of Catan quickly develop into experienced Pirate / Robber seafarers. One day they reach the islands to the west, the Play this scenario with both the robber and the pirate. "Four Islands" group. Here too, fertile fields, lush pastures, The pirate starts on the sea hex marked with a pirate ship. and productive mines lure the intrepid Catanians. New The robber starts on one of the deserts. settlements are quickly built. But soon the Catanians’ Special Victory Points curiosity spurs them on: what will they find on the other If you are able to build a settlement on a foreign island, islands? Since every tribe wants to see all four islands, an you will earn Special Victory Points! exciting race for the few settlement sites begins! When you build your first settlement on a foreign island, you 1. Components earn ONE Special Victory Point. Take a Catan chit and place it Harbors: You need 10 harbor tokens: underneath the settlement. That settlement is worth 2 victory 5 special 2:1 (one for each resource) and 5 generic 3:1. points! Additional settlements you build on that island do not Terrain & Tokens: You need: earn Special Victory Points. If you build a settlement on a second foreign island, you Terrain Hexes Number Tokens earn TWO Special Victory Points! Take 2 Catan chits and place Type # Value # them underneath the settlement. It is worth 3 victory points! Sea ...... 19 2s ...... 1 Again, additional settlements you build on that island Desert ...... 2 3s ...... 2 do not earn Special Victory Points. Gold Field ...... 0 4s ...... 3 If you have three foreign islands, and you manage to place Fields...... 4 5s ...... 2 a new settlement on the third island, you again earn TWO Hills...... 4 6s ...... 2 Special Victory Points! Mark your new settlement with Mountains ...... 4 8s ...... 2 2 Catan chits! Pasture ...... 5 9s ...... 3 Forest ...... 4 10s ...... 3 Note: If you start the scenario with 2 home islands, you will only be able to earn THREE Special Victory Points. If you start with only Total:...... 42 11s ...... 2 1 home island, you may earn up to FIVE Special Victory Points! 12s ...... 1 It does not matter if another player has already built a Total: ...... 21 settlement on the island, or even if it is that player’s home Additional Components: 20 Catan chits island! Each time you build a settlement on a new island that 2. Preparation was foreign to you, you earn the Special Victory Points. The required game components are listed above. Set up the Example: A player has built his two settlements on the island on the lower left. Now his ships reach the island on the upper left. He builds game map as shown in the scenario diagram, and finally place a settlement on this island and obtains 1 Catan chit, which he slides the harbor tokens (from the stack that has been shuffled with under the settlement. From this settlement he then reaches the island reverse sides up). on the upper right, builds his first settlement there, and obtains 2 additional victory points (Catan chits) for it. 3. Additional Rules End of Game Set-up Phase The game ends as soon as a player reaches 12 victory points You may place your starting settlements (with roads/ships) on his turn. on any one island, or two islands, of your choice. You may place both settlements on the same island, or you may place 4. Variable Set-up them on two separate islands. Thus, at the beginning of the The contours of the four islands should not be altered. game you have 1 or 2 “home islands.” All other islands are Within these contours, the terrains and number tokens can be “foreign islands” for you. redistributed freely. But you should make sure forest terrains Remember: Remember, if you build a settlement on the coast, you and pasture terrains don’t get number tokens that are too may place a ship (instead of a road) next to the settlement. You can unfavorable. then go immediately out to sea.

10 11 SCENARIO 3: THE FOG ISLAND Other Catanian seafarers discover a new land they call 2. Preparation “Fog Island.” Near the island stretches a mysterious sea, Assemble the big island, the small gold field islands, and mostly covered by a thick fog. Fearless seafarers who have the sea hexes (the "Face-up" components) as shown in the ventured into the ocean in the fog tell about fertile islands scenario diagram. and a legendary land of gold. Thirsty for adventure, the The white hexes with the question marks start empty. You Catanians load their ships with supplies and seeds and set discover them later in the game. The hex tiles provided for the out on a voyage to the mysterious ocean in the fog. empty spots (see the “Face-down Stack” components) are 1. Components shuffled and stacked with their reverse sides facing up. Harbors: You need 9 harbor tokens: The number tokens for these land hexes are also shuffled and 5 special 2:1 (one for each resource) and 4 generic 3:1. stacked, reverse sides facing up. Terrain & Tokens: You need: Finally, place the harbor tokens (from the stack that has been shuffled with reverse sides up). Face-up Face-up Terrain Hexes Number Tokens 3. Additional Rules Type # Value # Set-up Phase Sea...... 7 2s ...... 1 You build your first two settlements with roads/ships on the Desert ...... 0 3s ...... 2 big main island, as described in basic Settlers. Gold Field ...... 2 4s ...... 2 Remember: Remember, if you build a settlement on the coast, you Fields...... 3 5s ...... 1 may place a ship (instead of a road) next to the settlement. You can Hills...... 3 6s ...... 2 then go immediately out to sea. Mountains ...... 3 8s ...... 2 Pasture ...... 3 9s ...... 2 Pirate / Robber Play this scenario with both the robber and the pirate. Forest ...... 3 10s ...... 2 The pirate starts on the sea hex marked with a pirate ship. Total:...... 24 11s ...... 2 The robber starts on one of the gold field islands. 12s ...... 1 Total: ...... 17 Discovery of New Territories When a ship (or a road) is connected to an unexplored area, a new tile will be discovered! If you place a ship or road Face-down Stack Face-down Stack that connects to the intersection of an unexplored hex, you Terrain Hexes Number Tokens must immediately draw the top tile from the pile and place it Type # Value # face up in the empty space. Sea...... 9 2s ...... 0 If the newly discovered region is a land hex, you must also Desert ...... 1 3s ...... 1 take a number chip from the pile and place it on the tile. Gold Field ...... 0 4s ...... 1 Then, you receive a reward! You receive one resource card of Fields...... 1 5s ...... 2 the type produced by that land hex! Hills...... 1 6s ...... 1 Mountains ...... 2 8s ...... 1 If the newly discovered region is a sea tile, then there is no Pasture ...... 2 9s ...... 1 reward (sorry!). You have to explore farther across the ocean Forest ...... 2 10s ...... 1 to find new territories. Total:...... 18 11s ...... 0 End of Game 12s ...... 0 The game ends as soon as a player reaches 12 victory Total: ...... 8 points on his turn. There are no special victory point chits Additional Components: None in this scenario.

12 4. Variable Set-up The contours of the big island should not be altered. Within these contours, the terrain hexes and number tokens can be redistributed freely. The gold field islands should not be altered either. 13 SCENARIO 4: THROUGH THE DESERT Far away, to the west of Catan, a new island is discov- 2. Preparation ered. The Catanians named it the “Desert Island,” because The required game components are listed above. Set up the a desert belt splits the island into two parts. Soon after game map as shown in the scenario diagram, and finally place building the first settlements in the larger part of the the harbor tokens (from the stack that has been shuffled with island, scouts discover fertile land on the other side of the reverse sides up). desert belt. At the same time, ships discover smaller islands, with gold deposits and abundant ore deposits. 3. Additional Rules Now, who will be the first to build new settlements, Set-up Phase and where? A desert zone divides the whole island into a small land The most daring settlers head off through the merciless strip (lower right) and a bigger main island. The small land desert. Others try to be the first ones to reach the smaller strip includes the mountains 5, hills 8, forest 10, and gold field islands, to build settlements there, and to expand them into 11 hexes to the right and below the desert. prospering cities. You must build your first two settlements (with roads/ships) 1. Components on the bigger main island. The smaller islands and the small land strip are considered to be “foreign” islands. Harbors: You need 9 harbor tokens: 5 special 2:1 (one for each resource) and 4 generic 3:1. Remember: Remember, if you build a settlement on the coast, you may place a ship (instead of a road) next to the settlement. You can Terrain & Tokens: You need: then go immediately out to sea. Terrain Hexes Number Tokens Pirate / Robber Type # Value # Play this scenario with both the robber and the pirate. Sea ...... 14 2s ...... 1 The robber starts on one of the three deserts and the pirate Desert ...... 3 3s ...... 2 on the sea hex marked with a pirate ship. Gold Field ...... 2 4s ...... 3 Fields...... 4 5s ...... 3 Special Victory Points Hills...... 5 6s ...... 3 The first time you build a new settlement in any of the Mountains ...... 4 8s ...... 3 “foreign” areas (on one of the small islands or on the small Pasture ...... 5 9s ...... 3 land strip), you receive a Special Victory Point! Place one of Forest ...... 5 10s ...... 3 the Catan chits underneath the settlement when you build it. Total:...... 42 11s ...... 3 It does not matter if another player has already built a 12s ...... 1 settlement in that foreign area. Each player may only Total: ...... 25 earn ONE Special Victory Point in this scenario. Additional Components: 4 Catan chits End of Game The game ends as soon as a player reaches 12 victory points on his turn. 4. Variable Set-up The terrain hexes and number tokens of the bigger part of the main island can be rearranged freely. All terrains and num- ber tokens of the “foreign” territory (on the small islands and the small land strip) can also be rearranged at will. However, the gold field hexes should not receive a “6” or “8.”

14 15 SCENARIO 5: THE FORGOTTEN TRIBE Far in the South, Catanian settlers reach a long, narrow During play, no settlement can be built on the surrounding island. Soon the first settlements emerge. When exploring the small islands that do not produce resources. surrounding waters, the Catanians come across small, inhabit- ed islands. During the first encounters it turns out that the Pirate / Robber Play this scenario with both the robber and the pirate. strangers are speaking a similar language and know the same legends. It soon becomes clear that these people actually are The robber starts on any desert and the pirate on the sea hex descendants of a group of people whose ship got lost; a ship marked with a pirate ship. from a fleet that hundreds of years ago reached Catan for the When a “7” is rolled, either the robber or the pirate can be first time. The reunion with the Catanian brothers causes great moved. The robber can not be moved to the small islands. joy, and they don’t hold back on neighborly help and gifts. If the robber has left the desert he started from, he cannot be 1. Components moved back to it. Harbors: You need 6 harbor tokens: Special Victory Points 5 special 2:1 (one for each resource) and 1 generic 3:1. Each of the Catan chits placed on the small islands is worth a Terrain & Tokens: You need: victory point. If you reach such an island with one of your ships and build (or move) a ship on the edge with a Catan chit, you Terrain Hexes Number Tokens take the chit and put it down face up in front of yourself. Type # Value # Sea ...... 19 2s ...... 1 Gifts Desert ...... 3 3s ...... 2 The gifts of the foreign people consist of victory points Gold Field ...... 2 4s ...... 2 (Catan chits), Development Cards, and the harbors. Fields...... 5 5s ...... 2 • Development Cards Hills...... 5 6s ...... 2 If you build (or move) a ship on the edge next to the card, Mountains ...... 5 8s ...... 2 you take the card. You can use it like a regularly obtained Pasture ...... 5 9s ...... 2 Development Card. The usual restrictions apply here as Forest ...... 5 10s ...... 2 well (only 1 card per round; newly-acquired cards may Total:...... 49 11s ...... 2 be played in the next round; victory point to be revealed 12s ...... 1 immediately only if it lets you win the game). Total: ...... 18 • Harbors Additional Components: 8 Catan chits If you build (or move) a ship on an edge next to a harbor, 2. Preparation you take the harbor. If you have a settlement on the coast, you must immediately place the harbor on an adjacent edge. The required game components are listed above. Set up the However, harbors must never occupy adjacent or the same game map as shown in the scenario diagram. Then: edges. In case you have no appropriate coastal settlement, • Place the 8 Catan chits on the marked coastlines. you can put the harbor aside until such a settlement is built. Place the 6 harbor tokens, with their reverse sides facing • When you have placed a harbor, you can use it immediately, up, on the marked spots. Then turn the tokens over. even during the same turn. • Take the 4 topmost cards from the (shuffled) stack of Development Cards and place them, with their reverse End of Game sides facing up, on the marked spots. The game ends when a player reaches 13 victory points on Important: The small islands all remain without number tokens. his turn. 3. Additional Rules 4. Variable Set-up Set-up Phase The terrains and number tokens of the main island can You build your first two settlements with roads/ships on the be rearranged freely. However, one should make sure the big main island, as described in basic Settlers. 3 terrain hexes at the bottom of the main island don’t receive Remember: Remember, if you build a settlement on the coast, you numbers that are too favorable (that is, no 5, 6, 8, or 9). may place a ship (instead of a road) next to the settlement. 16 17 SCENARIO 6: CLOTH FOR CATAN On their voyage westwards, the Catanians encountered Once the last player has placed his second settlement, further islands inhabited by members of the “Forgotten everyone—starting with this same player and continuing in Tribe.” The magnificent cloth and resplendent garments a clockwise direction—can build a third settlement. When you of these people quickly attract the Catanian's attention. place your third settlement, you receive your starting resources. During the course of the centuries, the islanders acquired The members of the "Forgotten Tribe" live on the 4 small great skills in producing cloth. Since the clothing of the islands in the center of the map (the number tokens are their newcomers was not nearly as high in quality, a busy barter villages). You may never build settlements on these 4 islands. trade for the beautiful cloth soon begins. Cloth Trade 1. Components As soon as you establish a shipping route between one of Harbors: You need 9 harbor tokens: your own settlements/cities and a village of the “Forgotten 5 special 2:1 (one for each resource) and 4 generic 3:1. Tribe” (i.e., you reach an intersection with number token), Terrain & Tokens: You need: you establish “trade relations” with this village: You immediately take 1 bolt of cloth (Catan chit) from the Terrain Hexes Number Tokens • supply of this village. Each time the number of the Type # Value # village is rolled, you receive 1 more bolt of cloth. Sea ...... 18 2s ...... 2 • If 2 or more players have connect to a village, and the Desert ...... 2 3s ...... 3 number of the village is rolled, each player receives 1 bolt Gold Field ...... 2 4s ...... 3 of cloth (Catan chit) from the supply of this village. Fields...... 5 5s ...... 3 • If there are not enough Catan chits left in the supply for Hills...... 3 6s ...... 3 the village to give one to each player connected, take Mountains ...... 4 8s ...... 3 enough chits from the general supply for those players. Pasture ...... 4 9s ...... 3 • If there are zero Catan chits next to a village when its Forest ...... 4 10s ...... 3 number is rolled, no one receives any Catan chits from that Total:...... 42 11s ...... 3 village. Do not take Catan chits from the general supply. 12s ...... 2 Two bolts of cloth (Catan chits) are worth 1 victory point, Total: ...... 28 • but an unpaired bolt of cloth is worth nothing. Additional Components: 50 Catan chits Moving Ships 2. Preparation Any shipping route that connects one of your The required game components are listed above. Set up the settlements/cities to a village of the “Forgotten Tribe” is game map as shown in the scenario diagram, and finally place “closed.” This means that you may not move any ships that are the harbor tokens (from the stack that has been shuffled with part of that shipping route. reverse sides up). Pirate / Robber Two number tokens are placed on each of the 4 small Play this scenario with both the robber and the pirate. The islands, right on the intersection (each number token repre- robber starts on the fields hex with token number “12.” The sents a village). Five Catan chits are placed next to each of the robber cannot move to the islands of the “Forgotten Tribe.” 8 villages. The remaining 10 Catan chits are put down as The pirate starts on the sea hex marked with a pirate ship. “general supply” next to the game board. In this scenario, You may not move the pirate until you have at least one ship- each Catan chit represents a bolt of “cloth.” ping route between one of your settlements/cities and a village 3. Additional Rules of the “Forgotten Tribe.” When you move the pirate, you can either draw a Resource Set-up Phase You build your first two settlements with roads/ships on the Card—or take a Catan chit (bolt of cloth)—from one of the two main islands, as described in basic Settlers. players whose ship is adjacent to the new pirate hex. Remember: Remember, if you build a settlement on the coast, you Longest Trade Route may place a ship (instead of a road) next to the settlement. No victory points are awarded for the “Longest Trade Route.” 18 End of Game 4. Variable Set-up The game ends when a player reaches 14 victory points on The terrains and number tokens of the two main islands can his turn or when 3 or less of the “Forgotten Tribe” villages be rearranged freely. The position and number tokens of the 4 each still contains at least one Catan chit. In the second case, islands in the center should not be changed. the player with the most victory points wins. In case of a tie, the player who has more bolts of cloth wins.

19 SCENARIO 7: THE PIRATE ISLANDS In the Northwest, pirates have invaded the island king- Four pirate fortresses are built on the coast of the western dom of the Catanians. The battle-hardened buccaneers islands, as illustrated. Each pirate fortress consists of 3 Catan quickly sink the peaceful Catanians' merchant ships and chits that are stacked with the single-colored side facing up. In capture the settlements on the western isles. After expand- each case, 1 settlement of the depicted color is placed on top. ing the captured settlements into fortresses, the pirates Attention: In a game with three players, the color “white” is continue with their raids. Now they are threatening the not used. All white pieces are removed, or not included from the eastern island. Time and again, they attack the coastal set- beginning. (Be careful if you switch/substitute colors!) If you are tlements with their fleet and rob valuable resources from playing a 3-player game, also remove the Victory Point cards from the deck of Development Cards. In a 4-player game, the Victory Point the Catanians. The Catanians decide to build a navy to stop cards remain in the deck, but are used in all ways as “Knight” cards. the audacious acts of the pirates and drive them back into The Special Victory Point Cards, “Longest Trade Route” and the open sea. “Largest Army,” are not used in this scenario. 1. Components 3. Additional Rules Harbors: You need 8 harbor tokens: Set-up Phase 5 special 2:1 (one for each resource) and 3 generic 3:1. You build two settlements with roads/ships on the main Terrain & Tokens: You need: (eastern) island (at the bottom of the scenario diagram), as Terrain Hexes Number Tokens described in basic Settlers. After finishing the set-up phase, Type # Value # each player has three settlements on the eastern island! Sea ...... 19 2s ...... 1 Remember: Remember, if you build a settlement on the coast, you Desert ...... 3 3s ...... 2 may place a ship (instead of a road) next to the settlement. Gold Field ...... 2 4s ...... 3 Pirate / Robber Fields...... 5 5s ...... 3 The pirate fleet is represented by the black pirate ship and Hills...... 5 6s ...... 3 starts on the field marked with a pirate ship in the scenario Mountains ...... 5 8s ...... 3 diagram. There is no robber in this scenario. Pasture ...... 5 9s ...... 3 Forest ...... 5 10s ...... 3 Shipbuilding Total:...... 49 11s ...... 2 You can build only one shipping route. Your shipping route 12s ...... 1 must begin at one of your coastal settlements/cities on the Total: ...... 24 eastern island. This shipping route must first lead to the inter- Additional Components: 12 Catan chits section marked by the circle of your color, and then to the pirate fortress of your color. Your shipping route cannot 2. Preparation branch out, nor can it be continued beyond the pirate fortress. The required game components are listed above. Set up the Your shipping route must be built in such a way so that it game map as shown in the scenario diagram, and finally place reaches its destination in as short a route as possible—i.e., a the harbor tokens (from the stack that has been shuffled with route may not veer off to block other players’ routes. reverse sides up). Warships Attention: The pasture hex on the left two-hex island (in the When you reveal a Knight Card (alternatively, in a game with center) remains without a number token and therefore does not produce resources. The same applies to the two hills hexes of the 4 players, a Victory Point Card), you can convert the respective western islands (at the top of the scenario diagram). hindmost (i.e., closest to your route’s starting settlement/city) One settlement and one ship of each color are placed on “normal” ship of your route into a warship. In order to mark the coast of the eastern island, as shown. The eastern island a ship as warship, turn it on its side. Place the card used on a can be colonized in a normal fashion; all other islands are discard stack in front of yourself. “pirate islands.” Attention: When the stack of Development Cards is used up, no further Development Cards can be purchased. This means that the deposited cards do not enter the game again.

20 21

The Pirate Fleet Conquest of a Pirate Fortress The pirate fleet circumnavigates the two desert islands in a If your shipping route has reached the pirate fortress that clockwise direction as shown in the scenario diagram. Every matches your color, you can attack the pirates at the end of time you roll the dice (before anything else), the pirate fleet your turn. moves a number of hexes equal to the lower of the two die To determine the strength of the pirate fortress, you roll a results. If both die results are the same, use the result on die—the result is the pirate’s strength for the current turn. either die. • If the number of warships in your shipping route is Pirate Attack greater than the number rolled, you have won and you can If the pirate fleet ends its move on a hex that is adjacent to remove one of the Catan chits underneath the pirate one of your settlements/cities, you are attacked immediately— fortress. even before resource production or the resolution of a • If the number of your warships is less than the number “7” roll. rolled, you lose the battle and must remove your two ships closest to the pirate fortress. • The die result used for movement also determines the strength of the pirates. • If the number of your warships is equal to the number rolled, you lose your ship adjacent to the pirate fortress. • Your strength is equal to the number of warships that you have. After an attack, your turn is finished; hence it is not possible • If the pirate is stronger, you lose 1 Resource Card and to attack a pirate fortress more than once per turn. another Resource Card for each of your cities. The lost After a tie or a defeat, you must again build 1 or, as the case cards are drawn randomly from your hand and are may be, 2 ships on a later turn, in order to once again attack discarded. the pirate fortress. • If you are stronger, you receive a Resource Card of Once your pirate fortress has lost all three Catan chits, you your choice. have driven the pirates away and have recaptured the settle- • If both parties are equally strong, nothing happens. ment. From that point on, the pirate fortress is one of your set- tlements—it gives you a victory point, it produces for you, and Building a Settlement on the Pirate Island it can be upgraded to a city. Once your shipping route reaches the marked intersection of your color on the pirate islands, you can pay the building cost End of Game to build a settlement there. You may only build one such A player wins: settlement, but it can be expanded into a city. • When he has captured the pirate fortress of his color Attention: Building this settlement can also be a disadvantage AND because it doubles the probability of a pirate attack on one of your coastal settlements/cities. • When he has a total of at least 10 victory points. If all pirate fortresses are captured before the game ends, A “7” Is Rolled the pirate fleet is removed. There is no robber in this scenario. Still, when a “7” is rolled, if you have more than 7 resources in your hand, you 4. Variable Set-up lose half, as usual. Then the player who rolled the “7” can This scenario is balanced only if the given set-up is steal a card from any of the other players. maintained. Therefore it should not be varied, except for the harbors.

22 SCENARIO 8: THE WONDERS OF CATAN t s s t After the Catanians defeat the pirates for good, a period a e n l i o of prosperity and peace begins on the islands of Catan. t a p

So the tribes decide to embellish the northern archipelago. y d r n o a

Discovered last, it is graced with magnificent buildings t c y i t v in praise of Catan. Soon, this turns into a competition. i c 6

Who will be the first in completing a Wonder of Catan? 1 1. Components Harbors: You need 9 harbor tokens: t i

5 special 2:1 (one for each resource) and 4 generic 3:1. a r t ) s Terrain & Tokens: You need: e r e a h u t

Terrain Hexes Number Tokens q t s a e Type # Value # t l n p e Sea ...... 19 2s ...... 2 r u m e p l (

Desert ...... 3 3s ...... 3 t t e

Gold Field ...... 2 4s ...... 3 S Fields...... 5 5s ...... 3

Hills...... 5 6s ...... 3 ) e r

Mountains ...... 5 8s ...... 3 a u e q Pasture ...... 5 9s ...... 3 h s t t n

Forest ...... 5 10s ...... 3 a w t o n

Total:...... 49 11s ...... 3 r e b ( 12s ...... 1 m e d l t n Total: ...... 27 t a e l S e t

Additional Components: 5 Wonder Cards, 10 Catan chits s a 2. Preparation w g s The required game components are listed above. Set up the n i p i p h

game map as shown in the scenario diagram, and finally place p i s / h s the harbor tokens (from the stack that has been shuffled with s d a &

reverse sides up). o r r o 5 Copy or cut out the 5 Wonder Cards shown to the right. b r h a t i h w

3. Additional Rules a e t t a u y

Set-up Phase o t r i

You build your first two settlements with roads/ships on the C main island, as described in basic Settlers. However, no settlements may be placed on the small islands, nor on the intersections marked with colored squares (brown and pur- ple), nor on the intersections with the red exclamation points. s e

Remember: Remember, if you build a settlement on the coast, you i t i

may place a ship (instead of a road) next to the settlement. You can c then go immediately out to sea. 2 • Each player receives 1 Catan chit. • Place the Wonder Cards next to the game board.

23 Special Victory Points If you build a settlement on one of the smaller islands, then you receive a Special Victory Point! Take a Catan chit and place it under the settlement when you build it. Each player may earn only ONE Special Victory Point in this scenario. It does not mat- ter if other players have already built settlements on that island. Building the Wonders of Catan Whoever is the first to start building a wonder can freely choose between the five available. The other players must make do with the wonders that are left. You may only build one wonder. • You can start building a Wonder of Catan only if you already met its requirements as specified on the corre- sponding Wonder Card. For example, you can start building the Monument only if you have a city at a harbor and have built a shipping route with at least 5 consecutive, unbranched roads or ships. • If you meet the requirements for a wonder, you can start building the wonder on your turn by placing one of your

S ships on the corresponding Wonder Card (preferably c e n below the resource costs). But then you have to actually a r i build this wonder. Once you start building your wonder, o

8 no other player may start building the same wonder. — • Each wonder is subdivided into four levels. Each level C a costs the 5 resources indicated on the corresponding r d Wonder Card. B a c Once you have handed over the resources for the first level

k • s of your Wonder of Catan, you place a Catan chit on the “1” field of the Wonder Card. When you have finished the sec- ond level, you move the chit to field “2,” and so on. • If you have enough resources, you can build several levels for your Wonder of Catan during the same turn. Pirate / Robber The robber starts on one of the 3 deserts. The pirate is not used in this scenario. End of Game A player wins... • If he finishes his wonder of the world (4th level) OR • If he has 10 victory points and has finished a higher level for his wonder than any other player. 4. Variable Set-up Within the given frame, the terrain hexes and number tokens of the main island can be rearranged and combined freely. However, the two terrain hexes adjacent to the deserts shouldn’t receive favorable numbers (neither 6 nor 8).

24 25 SCENARIO 9: NEW WORLD Have a desire for new adventures? No problem! Just go All players must agree on which token to swap. ahead and play—leave it to chance! Build your own Shuffle and stack the harbor tokens with their reverse sides scenario! Our following brief instruction will do. Or do facing up. Starting with the oldest player and then everybody you prefer a methodical approach? Then go and develop taking a turn, each player takes a harbor and places it on an your own scenarios, and take friends or family along for edge between a sea hex and a land, or between a land hex and new adventures in Catan! a frame piece. The harbor token should lie on the sea tile (or 1. Components the frame piece) and both of the corners of the harbor token should touch the land hex. Harbors: You need 9 harbor tokens: 5 special 2:1 (one for each resource) and 4 generic 3:1. 3. Additional Rules Terrain & Tokens: You need: Set-up Phase Terrain Hexes Number Tokens You may place your starting settlements (with roads/ships) Type # Value # on any islands you choose. You may place both settlements on Sea ...... 19 2s ...... 1 the same island, or you may place them on two separate Desert ...... 0 3s ...... 3 islands. Thus, at the beginning of the game a player has 1 or 2 Gold Field ...... 0 4s ...... 3 “home islands.” All other islands are “foreign islands” for Fields...... 5 5s ...... 3 him. Hills...... 4 6s ...... 2 Remember: Remember, if you build a settlement on the coast, you Mountains ...... 4 8s ...... 2 may place a ship (instead of a road) next to the settlement. You can Pasture ...... 5 9s ...... 3 then go immediately out to sea. Forest ...... 5 10s ...... 3 Pirate / Robber Total:...... 42 11s ...... 2 Play this scenario with both the robber and the pirate. 12s ...... 1 Start the robber and the pirate on the frame as shown in the Total: ...... 23 scenario diagram. Each will enter play when it is first moved. 16 Catan chits Additional Components: Special Victory Points 2. Preparation If you build a settlement on a foreign island, you receive a Assemble the frame as shown in the scenario diagram. Take Special Victory Point! Take a Catan chit and place it under the all of the hexes listed above, and shuffle them together face settlement when you build it. Each player may earn only ONE down. Randomly place these tiles face up in the frame. Special Victory Point in this scenario. It does not matter if other players have already built settlements on that island. After placing all the tiles in the frame, you need to shuffle all of the number tokens listed above and randomly place one End of Game token on each land hex. Do not place number tokens on the The game ends once a player has reached 12 victory points. water hexes. 4. Variable Set-up Important: The red number tokens (6 and 8) may not be placed on adjacent hexes! If you draw two red numbers together, then you must Changes can be made if the players are not happy with the replace the second one with a random token drawn from the stack. set-up of the hex tiles (e.g., too many small islands or a main In the unlikely event that the last token drawn is a second red island that is too big). All players should agree to any changes. number, then swap it with any legal token already on the board. Of course it is also possible to purposefully build scenarios of one’s own and try them. Everyone is free to use the rules contained in this booklet at will or to set them aside.

26 27 RULES & SCENARIOS INDEX THE WORLD OF CATAN ® ENTRIES PAGE Now that you’ve tried Catan: Seafarers, check out these other fine titles from the world of Catan. All are designed by Klaus Game Rules ...... 2 Teuber, the creator of Catan. (Find out more about these and Game Components ...... 2 other Catan products at www.mayfairgames.com.) Expansion Rules ...... 2 CORE CATAN GAMES 1. Assembling the Board ...... 2 • The Settlers of Catan® 2. Ship Building...... 3 • The Settlers of Catan Travel Edition® 3. The Purpose of Ships...... 4 • Catan Card Game® 4. Shipping Routes...... 4 • The ® 5. Moving Ships...... 4 • Starship Catan® 6. Catan Chits and Special Victory Points ...... 5 • ® 7. The “Longest Trade Route” ...... 5 ® 8. The “Road Building” Development Card ...... 5 GAME EXPANSIONS* 9. Gold Fields ...... 6 • Catan: Seafarers® 10. Starting With a Ship...... 6 • Catan: Cities & Knights® 11. The Pirate ...... 6 • Catan Card Game Expansion Set® Credits ...... 6 5-6 PLAYER EXTENSIONS* Scenarios...... 7 • The Settlers of Catan® 5-6 Player Extension Format Key ...... 7 • Catan: Seafarers® 5-6 Player Extension Voyages of Discovery in Catan ...... 7 • Catan: Cities & Knights® 5-6 Player Extension • The Starfarers of Catan® 5-6 Player Extension Scenario 1: “Heading For New Shores” ...... 8 Scenario 2: “The Four Islands”...... 10 CATAN HISTORIES™ Scenario 3: “The Fog Island”...... 12 • The Settlers of the Stone Age™ ™ Scenario 4: “Through the Desert” ...... 14 • Struggle for Rome Scenario 5: “The Forgotten Tribes” ...... 16 CATAN ADVENTURES™ Scenario 6: “Cloth for Catan”...... 18 • Candamir: The First Settlers™ Scenario 7: “The Pirate Islands”...... 20 • : The First City™ *ALL EXPANSIONS REQUIRE CORE GAME. Scenario 8: “The Wonders of Catan” ...... 23 Scenario 9: “New World” ...... 26 Explore the world of Catan on Xbox Live Arcade! Go to www.catanlive.com. Also check out www.catanonline.com to see how you Explore the world of can play online with friends or other enthusiasts using Catan online with your PC. Download the computer game for challenging, “PlayCatan” at portable solo play. www.playcatan.com Log on to www.profeasy.com to learn how to play or teach your friends. You’ll find a simple, interactive tutorial to help you understand and master the game of your choice. Also check out www.catan.com and www.klausteuber.com for news and links.

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